How to Actually Get Into Game Development in Australia
I get emails about this constantly. “Rix, I want to make games in Australia. Where do I start?” So here’s the definitive answer, based on years of talking to studio heads, hiring managers, and developers who’ve actually made it.
Fair warning: this is the honest version, not the motivational poster version.
The reality check
Australia has a genuine game development industry. It’s not huge — maybe 2,000 to 3,000 full-time developers across the country — but it’s growing, it produces quality work, and there are real jobs to be had. Melbourne is the hub. Sydney has studios. Brisbane is growing. Adelaide and Perth have pockets of activity.
But it’s competitive. There are more people who want to make games than there are jobs making games. That’s true everywhere in the world, and it’s true here. The people who succeed are the ones who are both talented and persistent.
Education: does it matter?
Yes, but not in the way you might think.
A university degree in game design, computer science, or a related field helps. It gives you structured learning, access to equipment and software, and — critically — a peer network. Graduates from programs at RMIT, UTS, QUT, Swinburne, and AIE regularly end up in Australian studios.
But a degree isn’t strictly required. What’s required is demonstrable skill. If you can show a portfolio of work that proves you can do the job, many studios will consider you regardless of your educational background.
The best path depends on your discipline:
Programming: A computer science degree is strongly recommended. Game studios hire programmers who understand data structures, algorithms, and systems design. A bootcamp might get you started, but the depth of knowledge from a proper CS education matters.
Art and animation: Formal training in digital art, 3D modelling, or animation helps, but your portfolio does the heavy lifting. If your work is good enough, your educational background is secondary.
Design: This is the hardest discipline to break into because everyone thinks they can design games. A degree helps establish credibility, but what really matters is showing you can design systems, write documentation, and iterate on ideas with a team.
Audio: Specialised audio education combined with a portfolio of game-specific work. There are very few audio jobs in Australian game dev relative to other disciplines, so competition is fierce.
Building a portfolio
Your portfolio is everything. More important than your degree, your cover letter, or your LinkedIn profile. Here’s what matters:
Show finished work. A completed small game is worth more than ten unfinished prototypes. Finish things. Game jams are excellent for this — they force you to scope small and ship.
Show relevant work. If you want to be an environment artist, your portfolio should be full of environment art. Not character concepts. Not logo designs. Focused, discipline-specific work.
Show process. Include breakdowns of how you made things. Studio leads want to see how you think, not just what you produce.
Keep it updated. A portfolio from two years ago tells a hiring manager you haven’t been making new work. Update it regularly.
Getting your foot in the door
Game jams. Participate in Global Game Jam, Ludum Dare, and local jams run by IGDA chapters. You’ll build portfolio pieces, meet other developers, and learn how to work on a team under pressure.
Community. Join the Game Dev Australia Discord. Attend local meetups in your city. Go to PAX Aus and actually talk to developers, not just play demos. The Australian game dev scene is small enough that networking genuinely matters.
Internships and junior roles. Check job boards on LinkedIn, Seek, and the IGDA Australia job board. Some studios offer internships that convert to junior positions. The competition for these is real, so apply broadly and early.
Contract and freelance work. Some studios hire contractors for specific tasks — QA testing, localisation, additional art assets. These aren’t glamorous, but they get your name in the building and your work in front of decision-makers.
What studios actually look for
I’ve asked hiring managers at Australian studios this question dozens of times. The answers are consistent:
- Can you do the job? (Portfolio evidence)
- Can you work on a team? (Communication, collaboration)
- Will you actually finish things? (Track record of shipping)
- Are you someone we want to sit next to for eight hours a day? (Culture fit)
Technical skill matters, but it’s table stakes. The people who get hired are the ones who can also communicate clearly, take feedback well, and show up consistently.
The honest timeline
Expect it to take one to three years from “I want to make games” to landing your first paid role. That timeline shrinks if you’re already skilled in a relevant discipline. It stretches if you’re starting from zero.
During that time, you should be making things constantly. Every week. Small things, game jam things, personal projects. The people who break in are the ones who can’t stop making stuff.
It’s a good industry. The people are great, the work is creative, and Australia punches above its weight. But getting in takes effort, patience, and a portfolio that proves you belong.